Foxhole – Squad Compositions and Tactics.

Foxhole – Squad Compositions and Tactics. 1 - steamlists.com
Foxhole – Squad Compositions and Tactics. 1 - steamlists.com
The purpose of this manual is to describe the main squad compositions and tactics.

 
 

Disclaimer

 
I created this guide thinking about the best way to use the weapons available to each faction. I took into account the movement penalty of Lmg in the current version of the game and the rate of fire of each weapon. I know that lately there have been a lot of discussions in forums about the balance of small arms, but I do not intend in this post to discuss suggestions for altering the game. 
 
 

1) Assault Squad

 
Wardens 
 
The advantage of this faction’s Assault Squad is its high firepower due to Storm Rifles and Fiddler Guns. Consider that in order to assault an enemy position, the lower the soldiers’ “encumbrance”, the greater is their ability to dodge shots and carry HE Grenades. For this purpose, Blakerov rifles are excellent due to their low encumbrance and the possibility of using bayonets. 
 
V.1. 
1 SQ leader (Fiddler Gun/Storm Rifle + Binoculars + 2 Smoke Grenades + Green Ash) 
4 Smg. Inf. (Fiddler Gun/Storm Rifle + 1Green Ash Grenades/Frag) 
1 Medic (Trauma Kit + Med Kit + Pistol) 
 
V.2. 
1 SQ leader (Storm Rifle/SMG + Binoculars + 2 Smoke Grenades + Green Ash) 
4 Riflemen (Blackerov + 1 Green Ash/Frag) 
1 Medic (Trauma Kit + Med Kit + Pistol) 
 
Colonials 
 
In this composition, the combination of Argenti rifles with Lmg and Fuscinas allows the squad to act both defensively and offensively. Note that for this squad, bayonets and low encumbrance are essential for CQC. 
 
V.1. 
1 Squad Leader (Dusk Rifle/Lionclaw Smg + Binoculars + 2 Smoke Grenades + 1 Green Ash) 
4 Riflemen (Argenti + 1 Green Ash/Frag) 
1 Medic (Trauma Kit + Med Kit + Pitch Gun/Pistol) 
1 Lmg. Gunner (Catara http://mo.II/Dusk Rifle) 
 
V.2. 
1 Squad Leader (Argenti/Dusk Rifle + Binoculars + 2 Smoke Grenades + Green Ash) 
4 Smg. Inf. (Lionclaw SMG + 1 Green Ash/Frag) 
1 Medic (Trauma Kit + Med Kit + Pitch Gun/Pistol) 
 
V.3. 
1 Squad Leader (Argenti/Dusk Rifle + Binoculars + 2 Smoke Grenades + Green Ash) 
1 Lmg. Gunner (Catara http://mo.II/Dusk Rifle) 
3 Smg. Inf. (Lionclaw SMG + 1 Green Ash/Frag) 
1 Medic (Trauma Kit + Med Kit + Pitch Gun/Pistol) 
 
V.4. 
1 Squad Leader (Dusk Rifle/Lionclaw Smg + Binoculars + 2 Smoke Grenades + 1 Green Ash) 
2 Riflemen (Argenti + 1 Green Ash/Frag) 
1 Medic (Trauma Kit + Med Kit + Pitch Gun/Pistol) 
2 Riflemen (Fuscina + 1 Green Ash/Frag) 
 
 

2) Regular Squad

 
Wardens 
 
Since this composition is commonly used defensively or near a base, it is essential that the squad leader is equipped with a radio to find the breaches in the defense and quickly move the unit to defend them. 
 
V.1 
1 SQ leader (Storm Rifle/Fiddler Gun + Radio + 2 Green Ash/Frag) 
4 Riflemen (Loughcaster + 2 Green Ash/Frag) 
1 Medic (Trauma Kit + Med Kit + Pistol) 
 
V.2 
1 SQ leader (Storm Rifle/Fiddler Gun + Radio + 2 Green Ash/Frag) 
2 Riflemen (Loughcaster + 2 Green Ash/Frag) 
2 SMG Inf. (Liar Smg + 2 Green Ash/Frag) 
1 Medic (Trauma Kit + Med Kit + Pistol) 
 
V.2 
1 SQ leader (Storm Rifle/Fiddler Gun + Radio + 2 Green Ash/Frag) 
2 Riflemen (Loughcaster + 2 Green Ash/Frag) 
2 Riflemen (Booker Rifle + 2 Green Ash/Frag) 
1 Medic (Trauma Kit + Med Kit + Pistol) 
 
Colonials 
 
This regular squad composition should work in the same way as the one assigned to the Wardens. 
 
V.1. 
1 SQ leader (Argenti/Dusk Rifle + radio + 2 Green Ash/Frag) 
1 LMG gunner (Catara http://mo.II/Dusk Rifle) 
3 Riflemen (Argenti + 2 Green Ash/Frag) 
1 Medic (Trauma Kit + Med Kit + Pitch Gun/Pistol) 
 
V.2 
1 SQ leader (Argenti/Dusk Rifle + radio + 2 Green Ash/Frag) 
1 LMG gunner (Catara http://mo.II/Dusk Rifle) 
2 Riflemen (Argenti + 2 Green Ash/Frag) 
2 Riflemen (Fuscina + 2 Green Ash/Frag) 
1 Medic (Trauma Kit + Med Kit + Pitch Gun/Pistol) 
 
 

3) Especial Squads

 
Colonials 
 
Infantry Support Gun Sq. 
 
The ISG. are the most feared support weapons in the game for being excellent against armored vehicles and defensive structures, however they are static and can be captured by the enemy. That is why ammo carriers are necessary for the protection of the artilleryman. 
 
1 ISG Gunner (Argenti + ISG ammo + Binoculars) 
1-2 Ammo Carriers (Argenti + ISG ammo) 
 
* The Ammo Carrier (ammunition carrier) should carry the ISG, while the gunner carries the tripod. 
 
Ignite Fist Squad 
 
The Ignite Fist anti-tank gun is a great anti-tank weapon because of its low encumbrance and the possibility of carrying it in the 3rd slot of the inventory like a grenade. 
 
1 Squad Leader (Argenti + binoculars + 2 Smoke Grenades + 2 Green Ash) 
5 Riflemen/Smg. Inf. (Argenti/Lionclaw Smg + Ignitefist) 
 
Wardens 
 
Anti-tank Rifle Squad 
 
The ATR is a good AT-weapon against light armored vehicles and even Light Tanks, however, to be efficient the squad needs at least 3 ATRs. 
 
1 SQ leader (Atr. + Binoculars) 
2-4 Anti-tank riflemen (Atr. + Pistol) 
 
 

4) Common Squads

 
Mortar Squad 
 
The ways of using mortars is quite intuitive, however a tactic that few players know is that a group of six mortars can disable a light tank in the first shot, so I extended this composition to up to 7 men. 
 
1 Spotter (rifle/smg + binoculars + ammo) 
1-6 Artillery Men (Mortar + ammo) 
 
Sniper Squad 
 
When you are shooting with a sniper outside a defensive structure, the enemy is likely to notice your position and try to attack you. Therefore, it is important that you have a companion to protect you while you are dealing with distant targets. 
 
1-2 Snipers (sniper rifle + binoculars + pistol) 
1 Sniper Guard (rifle) 
 
Finally, consider that all soldiers of all compositions must carry at least 1 “bandage” and 1 gas mask, which increases their encumbrance by 4%. 
 
 

Assault Tactics

 
Trench Assault 
 
Trenches are the most basic defense that can be found in the batlefield, as they have no cost and give full coverage for the men inside, which gives the defenders an accuracy buff. 
 
In order to caputre a trench the squad should act accordingly to the folling steps. 
 
1. The squad leader throws grenades at the trech. 
 
2. The squad should charge with fixed bayonets and finish the survivors of the grenade attacks, while the medic stays and waits for a safe perimeter to be estabelished. 
 
3. After ocupying the trench the Lmg gunner should keep supressing the defenders at the next defensive line while the squad prepares for the next assault. 
 
The assaults can continue for as long as the squad have regular grenades and smoke grenades and the medic is kept alive. 
 
Foxhole - Squad Compositions and Tactics. 
 
Foxhole - Squad Compositions and Tactics. 
 
Foxhole - Squad Compositions and Tactics. 
 
Green Ash VS Tanks and Field Guns 
 
Gas grenades are also great for decrewing armoured vehicles and field guns, but if thrown the wrong way it will only waste ammo or scare the enemy preventing possible kills, as the enemy falls back to safety and refills their gas masks with new filters. 
 
To avoid such problems the grenade should be placed imediatly behind the target forcing it to either move foward and expose to the attackers guns or fall back towards the lethal gas. Note that every gas grenade consumes 85% of a gas mask filter, reason why you should throw as many grenades as possible behind the target. 
 
Foxhole - Squad Compositions and Tactics. 
 
Foxhole - Squad Compositions and Tactics. 
 
Charging Enemy Defensive Structures (Bunkers/Foxholes) 
 
Without Smoke Grenades 
 
To attack defensive strutures without smoke 
When attacking enemy defensive structures without smoke the squad relies on supression. Supressed structures can’t shoot and neither do the soldiers inside of them. 
 
As soon as the enemy defense enters the range of the squad’s firearms the SL and the Lmg gunner should lay down supressive fire at the garrisons while the men charge charge with explosives. A structure is supressed when the its flags turns white. 
 
Foxhole - Squad Compositions and Tactics. 
 
Foxhole - Squad Compositions and Tactics. 
 
With Smoke Grenades 
 
The smoke grenade must fall as close as possible in front of the defensive structure to negate its field of vision. And the attack must be carried out according to the images below. 
 
Foxhole - Squad Compositions and Tactics. 
 
Foxhole - Squad Compositions and Tactics. 
 
The Ignitefist Charge 
 
1. The squad leader should throw smoke grenades directly in front and behind the enemy armoured vehicle. 
 
2. The squad dash towards the target with their main guns equiped. 
 
3. As soon as the enemy vehicle is in range the men quickly equip the ignitefists and shoot. 
 
Foxhole - Squad Compositions and Tactics. 
 
Foxhole - Squad Compositions and Tactics. 
 
 

Anti-tank Rifle Tactics

 
The ATR is a good AT-weapon against light armored vehicles and even Light Tanks, however, to be efficient the squad needs at least 3 ATRs. 
 
1 SQ leader (Atr. + Binoculars) 
 
2-4 Anti-tank riflemen (Atr. + Pistol) 
 
Tactics 
First consider that the anti-tank rifle has its damage threshold against light armor at + – 8%, which is why it is necessary that the ATRs are as close as possible to the target, within a safe zone, and that the shots are fired against the tracks, the sides and the rear have their damage multiplied and have a smaller chance of being deflected. 
 
Second, if you are fighting in the open, look for areas where you can hide your men to prepare for the ambush. Hills and cliffs are strategic points for the positioning of anti-tank rifles as well. 
 
As soon as the enemy enters the effective range of the rifles (25m), the men should open fire only at the command of the squad leader. Because, as each shoot will lower the enemy’s HP by 7% the range needs to be good enough so every soldier can shoot 2-3 times. 
 
Foxhole - Squad Compositions and Tactics. 
 
Foxhole - Squad Compositions and Tactics. 
 
 

Sniper Team Tactics

 
The purpose of the sniper team is to take down targets of priority such as Field Gun Crews, Artillery Spotters, Combat Engineers and Tank Commanders. 
For that the squad should follow these steps: 
 
1. Scout the area where the squad will be positioned with binoculars, that should be out of the range of regular firearms. 
 
2. If possible, build a foxhole. 
 
3. Wait for the target to be close enough and exposed to your team’s firing line, so they can have a chance to steal the enemy field gun. 
 
4. The sniper should shoot only at the target to avoid atracting too much attention. 
 
5. Fall back to friendly territory after killing the target. 
 
Foxhole - Squad Compositions and Tactics. 
 
 

Tank Escort

 
When amoured vehicles are advancing in the battlefield, infantry support is essential. The squad should establish a security perimeter around the vehicle. 
In this way, the squad will be divided with the soldiers walking on both sides of the tank and always leaving the front and rear free so that the vehicle can move forward and backward between shots and recharges. 
 
In this formation, those who are equipped with automatic weapons must cover the front of the tank while the others accompany the side and the medic immediately behind the squad leader. 
 
Foxhole - Squad Compositions and Tactics. 
 

Written by [BP]Ponticelli

Hope you enjoy the Guide about Foxhole – Squad Compositions and Tactics., if you think we should add extra information or forget something, please let us know via comment below, and we will do our best to fix or update as soon as possible!
 
 
 
 


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